In Hammer hit alt+p and look for invalid solids. Those will cause VBSP to crash, which will make your map use the last version of the BSP it had (but with new lighting). If you have none, upload your compile log to pastebin or similar and link it here, please.

In Hammer hit alt+p and look for invalid solids. Those will cause VBSP to crash, which will make your map use the last version of the BSP it had (but with new lighting). If you have none, upload your compile log to pastebin or similar and link it here, please.

In Hammer hit alt+p and look for invalid solids. Those will cause VBSP to crash, which will make your map use the last version of the BSP it had (but with new lighting). If you have none, upload your compile log to pastebin or similar and link it here, please.

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 1408.0 -136.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 1408.0 680.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 1920.0 272.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0 1536.0 272.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2560.0 2048.0 272.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 512.0 -136.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 512.0 680.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0 512.0 272.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_tide_4.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (1.13 seconds)
3063 faces
1 degenerate faces
1359790 square feet [195809792.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
light has _fifty_percent_distance of 275.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 275.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 275.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 411.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 411.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 275.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 221.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 275.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 249.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 249.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 249.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 249.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 189.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 189.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 189.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 189.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 220.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 350.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 350.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 439.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 439.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 439.000000 but _zero_percent_distance of 0.000000
59 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (15)
Build Patch/Sample Hash Table(s).....Done<0.0455 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (5)
Writing leaf ambient...done
Ready to Finish